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About Killian ShardKillian Shard
==============STATS=============
23 point buy:
Str 14 (5 pts) Dex 16 (10 pts) > +2 racial Con 10 (0 pts) Int 11 (1 pts) Wis 14 (5 pts) Cha 12 (2 pts) Combat Info
AC: 19 (13 T / 16 FF) (+6 armor, +3 dex)
Kukri: +7 (1d6+2 18-20/x2)
Equipment
Kukri, cold iron (2)
starting gear:
Backpack ... 2 gp Bandolier (2) ... 1 gp Bedroll ... 1 sp Belt pouch (2) ... 2 gp Cards, waterproofed ... 5 gp Dice (2) ... 2 sp Dominoes, ivory ... 5 gp Explorer's outfit ... 10 gp Hip flask ... 1 gp Holy symbol, silver ... 25 gp Lantern, bullseye ... 12 gp Lantern, oil (5) ... 5 sp Ocarina (common) ... 5 gp Reinforced scarf ... 10 gp Skeleton key ... 85 gp Sunrod (5) ... 10 gp Tanglefoot bag (2) ... 100 gp Thunderstone (3) ... 90 gp Wrist sheath (2) ... 2 gp Kukri, cold iron (2) ... 32 gp
Starting Gold: 1,000 gp
Warpriest Class Abilities
Blessings:
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Good
Battle Companion (major): At 10th level, as a standard action you can summon a battle companion. This ability functions as summon monster IV, with a duration of 1 minute, but can only summon a good outsider or an animal with the celestial creature simple template. This ability can only summon one creature, regardless of the list used. At every 2 levels beyond 10th, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 20th level. Luck
Unlucky Enemy (major): At 10th level, as an immediate action you can force an adjacent opponent to reroll an attack, saving throw, or check it just attempted before the result of the roll is revealed; it must take the lower of the two rolls. Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat. Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–13. These spells are cast as any other spell, but aren’t expended when cast and may be used again. Sacred Weapon: 1d6
sacred weapon details:
Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice. In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13; see the table below for Small and Large warpriests. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. At 4th level, the warpriest gains the ability to imbue his sacred weapon with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is good, he can add holy and merciful. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability. The warpriest can use this ability one round per day per warpriest level, but these rounds do not need to be consecutive. The enhancement bonus and properties are determined the first time the ability is used each day, and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is holding the weapon, and end immediately if the weapon is sheathed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn (and that round does not count against the total duration, unless the ability is resumed). If the warpriest uses this ability on a double weapon, the effects only apply to one end the weapon. Spontaneous Casting: swap prepared spells for cure spells of equal or lower level. Lawful, Evil Spells: Unable to cast any spells with these descriptors. Fervor: 1/2 level + Cha mod per day
fervor details:
Starting at 2nd level, the warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to half his warpriest level plus his Charisma modifier. With one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal 1d6 points of damage plus an additional 1d6 points of damage per 3 warpriest levels above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action, unless the warpriest targets herself, in which case it’s a swift action. Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can only target the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. Traits, Feats, and Skills
Detailed Traits:
Chance Encounter: You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Detailed Feats:
Two-Weapon Fighting Prereqs: Dex 15 Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat. Weapon Finesse Prereqs: n/a
Weapon Focus (Kukri) Prereqs: BAB +1
Detailed Skills:
Skill Points/level: 4 = 2(class) + 0(int) + 1(race) +1(favored class) class skill // Armor Check Penalty = 3 // Total Skill Points: 8 Acrobatics: +6 = +2(ranks) +3(trained) +4(dex) -3(ACP)
Background:
One such dare turned the course of his life though, when he agreed to slip out after dark and plant a flag off in the distance for his friends to pick out with a spyglass the next morning. Unfortunately for Killian, his surreptious foray into the scarred lands of the Worldwound went awry when the ground gave way beneath his feet. He wasn't hurt, but it took the better part of two days for him to find a way out of the ravine he'd fallen into and when he finally did emerge, he was truly lost. He chanced upon another wanderer though, and with her guidance and protection he was able to join up with a returning patrol of crusaders. He attributes the ordeal and his survival to Desna's inscrutable wisdom and though he's never been one for tradition or liturgy, he follows his goddess and her leadings with an absolute devotion. Even now, wounded and recovering in a mongrelman's bed in Neathholm, Killian sees the hand of Desna in his wanderings. For if he had been present at Clydwell Plaze like the rest of Kenabres instead of running late several blocks away, he would have surely died like countless others. As such, he survived and he has a chance to make it back to his home once he's recovered. Personality/Mannerisms:
Macros:
[spoiler=Status] HP: 11/11 AC: 19 (13 T / 16 FF) CMD: 17 F/R/W: +3/+4/+5 Chance Encounter used: 0/1 Fervor used: 0/2 Blessings used: 0/4 Spells Prepared
Ongoing Effects [/spoiler] [dice=Concentration]1d20+4[/dice] [dice=Kukri]1d20+7[/dice][dice=for]1d6+2[/dice]
Future Warpriest Abilities:
Bonus Feats: At 3rd level, and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats. Channel Energy: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that does not provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount of the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage (DC = 10 + 1/2 the warpriest’s level + the warpriest’s Charisma modifier). Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. Using this ability consumes two uses of his fervor ability. Sacred Armor: At 7th level, the warpriest gains the ability to imbue his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every three levels beyond 7th, this bonus increases by +1, to a maximum of +5 at 19th level. These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can imbue armor any of the following armor properties: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–4 of the Core Rulebook). For this purpose, glamered counts as a +1, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability. The warpriest can use this ability one minute per day per warpriest level, but these minutes do not need to be consecutive. The enhancement bonus and properties are determined the first time the ability is used each day and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield. Aspect of War: At 20th level, the warpriest can channel an aspect of war, growing in power and martial ability. After activating this ability, for 1 minute the warpriest treats his level as his base attack bonus, gains DR 10/—, and can move at his full normal speed regardless of his encumbrance or the armor worn. In addition, as long as this ability lasts, blessings he calls upon don’t count against his daily limit. |